Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right? People keep making these posts, but it’s clear they’ve not bothered to follow the developers’ posts about their intentions.
Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right? People keep making these posts, but it’s clear they’ve not bothered to follow the developers’ posts about their intentions.
Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right? People keep making these posts, but it’s clear they’ve not bothered to follow the developers’ posts about their intentions.
Apologies, (and I see this is drifting off the topic of the thread), but I must have missed it in the developers post, what exactly are their intended actions once the results of stress testing experiment are in? What happens when they find that yes, item sets that we toiled in dungeons and arenas for were adding undue load, and overloaded skills that we had to buy a chapter for were bogging the server down?
The fact is, if these things were not in the firing line, then they wouldn't be excluded from the baseline.
They've said repeatedly they don't have a magic bullet. If anything actually comes of this test, and changes are made, we'll be losing stuff, and there's a very good chance the action orientated gameplay will look a good bit different (for the better and worse).
i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Imagine going up against Rushing Agony and Mech Acuity when everything else you do is nerfed...MincMincMinc wrote: »Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right? People keep making these posts, but it’s clear they’ve not bothered to follow the developers’ posts about their intentions.
MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
DeadlySerious wrote: »sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right? People keep making these posts, but it’s clear they’ve not bothered to follow the developers’ posts about their intentions.
That's because people who have been around for any amount of time have learned not to listen to what they say but rather watch what they do. <snip> I wonder if the cheerleaders are going to come to the forum and admit their mistake a year from now.
MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
xylena_lazarow wrote: »Imagine going up against Rushing Agony and Mech Acuity when everything else you do is nerfed...MincMincMinc wrote: »Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
im not sure how thats going to help, given that its the sets proccing that causes the actual problems.
DeadlySerious wrote: »MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
They say a lot of things, don't they. It's what they do that matters.
MincMincMinc wrote: »xylena_lazarow wrote: »Imagine going up against Rushing Agony and Mech Acuity when everything else you do is nerfed...MincMincMinc wrote: »Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
im not sure how thats going to help, given that its the sets proccing that causes the actual problems.
could go both ways, what if skills did 2x damage compared to proc sets now....suddenly we dont need to worry about tarnished type sets.DeadlySerious wrote: »MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
They say a lot of things, don't they. It's what they do that matters.
All we can do is try to make the best assumption possible based on what is released to the public. Its basically like playing the stock market. I can assume with 99% certainty that they wont remove item sets from pvp. They stated so multiple times, and it makes no monetary sense to do so. Unless you have other evidence or theory to suggest otherwise? Not worth wasting time having nightmares about something that would never happen.
DeadlySerious wrote: »MincMincMinc wrote: »xylena_lazarow wrote: »Imagine going up against Rushing Agony and Mech Acuity when everything else you do is nerfed...MincMincMinc wrote: »Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
im not sure how thats going to help, given that its the sets proccing that causes the actual problems.
could go both ways, what if skills did 2x damage compared to proc sets now....suddenly we dont need to worry about tarnished type sets.DeadlySerious wrote: »MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
They say a lot of things, don't they. It's what they do that matters.
All we can do is try to make the best assumption possible based on what is released to the public. Its basically like playing the stock market. I can assume with 99% certainty that they wont remove item sets from pvp. They stated so multiple times, and it makes no monetary sense to do so. Unless you have other evidence or theory to suggest otherwise? Not worth wasting time having nightmares about something that would never happen.
Some of us learn from history. Some of us do not. This is how it's always been.
“Action-oriented combat” and “action combat” are just marketing fluff. ESO’s competitors require player input in combat, but they also don’t seem to be suffering from the same growing pains. If they need to backtrack on, say, never having cooldowns, then this won’t suddenly turn things into a passive experience.action orientated gameplay will look a good bit different (for the better and worse).
sans-culottes wrote: »DeadlySerious wrote: »MincMincMinc wrote: »xylena_lazarow wrote: »Imagine going up against Rushing Agony and Mech Acuity when everything else you do is nerfed...MincMincMinc wrote: »Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
im not sure how thats going to help, given that its the sets proccing that causes the actual problems.
could go both ways, what if skills did 2x damage compared to proc sets now....suddenly we dont need to worry about tarnished type sets.DeadlySerious wrote: »MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
They say a lot of things, don't they. It's what they do that matters.
All we can do is try to make the best assumption possible based on what is released to the public. Its basically like playing the stock market. I can assume with 99% certainty that they wont remove item sets from pvp. They stated so multiple times, and it makes no monetary sense to do so. Unless you have other evidence or theory to suggest otherwise? Not worth wasting time having nightmares about something that would never happen.
Some of us learn from history. Some of us do not. This is how it's always been.
It sounds like you’ve got some wisdom to impart. What insights do you have that somehow other longtime players do not?“Action-oriented combat” and “action combat” are just marketing fluff. ESO’s competitors require player input in combat, but they also don’t seem to be suffering from the same growing pains. If they need to backtrack on, say, never having cooldowns, then this won’t suddenly turn things into a passive experience.action orientated gameplay will look a good bit different (for the better and worse).
MincMincMinc wrote: »sans-culottes wrote: »DeadlySerious wrote: »MincMincMinc wrote: »xylena_lazarow wrote: »Imagine going up against Rushing Agony and Mech Acuity when everything else you do is nerfed...MincMincMinc wrote: »Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
im not sure how thats going to help, given that its the sets proccing that causes the actual problems.
could go both ways, what if skills did 2x damage compared to proc sets now....suddenly we dont need to worry about tarnished type sets.DeadlySerious wrote: »MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
They say a lot of things, don't they. It's what they do that matters.
All we can do is try to make the best assumption possible based on what is released to the public. Its basically like playing the stock market. I can assume with 99% certainty that they wont remove item sets from pvp. They stated so multiple times, and it makes no monetary sense to do so. Unless you have other evidence or theory to suggest otherwise? Not worth wasting time having nightmares about something that would never happen.
Some of us learn from history. Some of us do not. This is how it's always been.
It sounds like you’ve got some wisdom to impart. What insights do you have that somehow other longtime players do not?“Action-oriented combat” and “action combat” are just marketing fluff. ESO’s competitors require player input in combat, but they also don’t seem to be suffering from the same growing pains. If they need to backtrack on, say, never having cooldowns, then this won’t suddenly turn things into a passive experience.action orientated gameplay will look a good bit different (for the better and worse).
I think the proc sets are more of an issue to the integrity of combat than anything else. Been how many years since the viper tremorscale meta? Many of my friends still have character's specced to that era because they had left the game due to procs being stronger than skills.
Any time you have a competitive scene, if you introduce an easier way to win, players will abuse those ways. Look at oakensoul for example. The set was the embodiment of "Accessibility" where players who can't handle two bars could compete with everyone else. Well suddenly everyone that patch swapped to one bar builds..... Sounds great in practice, but ruins the integrity of the combat.
sans-culottes wrote: »MincMincMinc wrote: »sans-culottes wrote: »DeadlySerious wrote: »MincMincMinc wrote: »xylena_lazarow wrote: »Imagine going up against Rushing Agony and Mech Acuity when everything else you do is nerfed...MincMincMinc wrote: »Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
im not sure how thats going to help, given that its the sets proccing that causes the actual problems.
could go both ways, what if skills did 2x damage compared to proc sets now....suddenly we dont need to worry about tarnished type sets.DeadlySerious wrote: »MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
They say a lot of things, don't they. It's what they do that matters.
All we can do is try to make the best assumption possible based on what is released to the public. Its basically like playing the stock market. I can assume with 99% certainty that they wont remove item sets from pvp. They stated so multiple times, and it makes no monetary sense to do so. Unless you have other evidence or theory to suggest otherwise? Not worth wasting time having nightmares about something that would never happen.
Some of us learn from history. Some of us do not. This is how it's always been.
It sounds like you’ve got some wisdom to impart. What insights do you have that somehow other longtime players do not?“Action-oriented combat” and “action combat” are just marketing fluff. ESO’s competitors require player input in combat, but they also don’t seem to be suffering from the same growing pains. If they need to backtrack on, say, never having cooldowns, then this won’t suddenly turn things into a passive experience.action orientated gameplay will look a good bit different (for the better and worse).
I think the proc sets are more of an issue to the integrity of combat than anything else. Been how many years since the viper tremorscale meta? Many of my friends still have character's specced to that era because they had left the game due to procs being stronger than skills.
Any time you have a competitive scene, if you introduce an easier way to win, players will abuse those ways. Look at oakensoul for example. The set was the embodiment of "Accessibility" where players who can't handle two bars could compete with everyone else. Well suddenly everyone that patch swapped to one bar builds..... Sounds great in practice, but ruins the integrity of the combat.
Making combat less of a mess is, in my book, a net boon. While folks on the forums often seem to consider this the platonic ideal of combat in MMORPGs, I am not one of them. If anything, that it’s just items that the introduced as bandaids that’s indicative of the bigger issues.
To put it another way, things like Oakensoul and Velothi are symptoms of bigger problems. That perceived gaps in the combat mechanics/accessibility thereof are handled via mythic items is one way to do things—just not what I’d do.
Good post! Not sure I need to add anything—just wanted to give you kudos for a well-reasoned, thoughtful response.MincMincMinc wrote: »sans-culottes wrote: »MincMincMinc wrote: »sans-culottes wrote: »DeadlySerious wrote: »MincMincMinc wrote: »xylena_lazarow wrote: »Imagine going up against Rushing Agony and Mech Acuity when everything else you do is nerfed...MincMincMinc wrote: »Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
im not sure how thats going to help, given that its the sets proccing that causes the actual problems.
could go both ways, what if skills did 2x damage compared to proc sets now....suddenly we dont need to worry about tarnished type sets.DeadlySerious wrote: »MincMincMinc wrote: »i think theyve been very clear
1) give users a standard set of skills
2) throw users at the server
3) see what breaks first. the user cap, or skills
as to what comes next, thats a crystal ball question.
personally i think theyll go right ahead with it and make cookie cutter builds for everyone to play with - so it will be true skill based pvp
im actually ok with that.. problem is ZOS does not have a great balancing track record, and by trying to fix it , makes it 10x worse.. which is exactly how weve ended up in the siutaiton we have right now.
Well they already said that set choice would never be removed.... nor does it make sense to do so. How are they going to market dlc set releases to pvp players?
They say a lot of things, don't they. It's what they do that matters.
All we can do is try to make the best assumption possible based on what is released to the public. Its basically like playing the stock market. I can assume with 99% certainty that they wont remove item sets from pvp. They stated so multiple times, and it makes no monetary sense to do so. Unless you have other evidence or theory to suggest otherwise? Not worth wasting time having nightmares about something that would never happen.
Some of us learn from history. Some of us do not. This is how it's always been.
It sounds like you’ve got some wisdom to impart. What insights do you have that somehow other longtime players do not?“Action-oriented combat” and “action combat” are just marketing fluff. ESO’s competitors require player input in combat, but they also don’t seem to be suffering from the same growing pains. If they need to backtrack on, say, never having cooldowns, then this won’t suddenly turn things into a passive experience.action orientated gameplay will look a good bit different (for the better and worse).
I think the proc sets are more of an issue to the integrity of combat than anything else. Been how many years since the viper tremorscale meta? Many of my friends still have character's specced to that era because they had left the game due to procs being stronger than skills.
Any time you have a competitive scene, if you introduce an easier way to win, players will abuse those ways. Look at oakensoul for example. The set was the embodiment of "Accessibility" where players who can't handle two bars could compete with everyone else. Well suddenly everyone that patch swapped to one bar builds..... Sounds great in practice, but ruins the integrity of the combat.
Making combat less of a mess is, in my book, a net boon. While folks on the forums often seem to consider this the platonic ideal of combat in MMORPGs, I am not one of them. If anything, that it’s just items that the introduced as bandaids that’s indicative of the bigger issues.
To put it another way, things like Oakensoul and Velothi are symptoms of bigger problems. That perceived gaps in the combat mechanics/accessibility thereof are handled via mythic items is one way to do things—just not what I’d do.
My main problem is that ESO was always setup to play like a over the shoulder fighting game and not like a traditional point and click mmo. This combat scheme really needs clarity to work and feel responsive. Which is why we see issues with rush or other cc issues where the telegraphs are not clear. At the same time other animations that have gotten more flamboyant over the years are hiding more important animations. Examples being how Valkyn now has the same animation as meteor....why does an inconsequential proc set have the same animation as a nuke ultimate with a detrimental cc?
This is why many of the early game buffs were near invisible or transparent. It simply made it easier to see the more important effects about to hit you.
Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right but doesn’t this signal this is the way forward full stop if they aren’t making any changes outside of vengeance?
What I mean is, this test could be a potential flop, and they’ll have given us nothing in the way of addressing current balance concerns on the live version of the game. And we would be waiting another quarter or more for any changes to be addressed if at all, because all of their resources were pooled into a week long test. I know vengeance balance is not in its final state and it’s about testing simplified skill calcs and load capacity etc. But we get it for a week, that’s it. I’m saying we’re sort of being robbed of balance changes due to this. Vengeance being THE way forward would be a way to justify that but that would require one very important thing: disregarding player feedback, since the test hasn’t happened yet. To me it’s red flags.
And to be clear, I’m rooting for ZOS on this and for it to be successful. ESO has probably the best combat system out there. But this is a pivotable moment for the game. They should not steam roll out ideas, they need a strong pulse on the community, which they don’t have the greatest track record of. Trying to look at this objectively, lack of other balance changes = making way for vengeance as the future and allocating any resources to those changes or developing a new combat system, that’s all I’m getting at.
I hope they knock it out of park, but cooldowns ain’t it js.
sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right but doesn’t this signal this is the way forward full stop if they aren’t making any changes outside of vengeance?
What I mean is, this test could be a potential flop, and they’ll have given us nothing in the way of addressing current balance concerns on the live version of the game. And we would be waiting another quarter or more for any changes to be addressed if at all, because all of their resources were pooled into a week long test. I know vengeance balance is not in its final state and it’s about testing simplified skill calcs and load capacity etc. But we get it for a week, that’s it. I’m saying we’re sort of being robbed of balance changes due to this. Vengeance being THE way forward would be a way to justify that but that would require one very important thing: disregarding player feedback, since the test hasn’t happened yet. To me it’s red flags.
And to be clear, I’m rooting for ZOS on this and for it to be successful. ESO has probably the best combat system out there. But this is a pivotable moment for the game. They should not steam roll out ideas, they need a strong pulse on the community, which they don’t have the greatest track record of. Trying to look at this objectively, lack of other balance changes = making way for vengeance as the future and allocating any resources to those changes or developing a new combat system, that’s all I’m getting at.
I hope they knock it out of park, but cooldowns ain’t it js.
Why are cooldowns a bridge too far?
PS. Some of you keep claiming this is actually a secret test for the new PVP model. Given that they’ve repeatedly said this is not the case, I’d stop fretting.
PPS. I’m glad you like this game’s combat system. Gonna have to disagree that this is the platonic ideal for MMORPGs, RPGs, and so on.
sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right but doesn’t this signal this is the way forward full stop if they aren’t making any changes outside of vengeance?
What I mean is, this test could be a potential flop, and they’ll have given us nothing in the way of addressing current balance concerns on the live version of the game. And we would be waiting another quarter or more for any changes to be addressed if at all, because all of their resources were pooled into a week long test. I know vengeance balance is not in its final state and it’s about testing simplified skill calcs and load capacity etc. But we get it for a week, that’s it. I’m saying we’re sort of being robbed of balance changes due to this. Vengeance being THE way forward would be a way to justify that but that would require one very important thing: disregarding player feedback, since the test hasn’t happened yet. To me it’s red flags.
And to be clear, I’m rooting for ZOS on this and for it to be successful. ESO has probably the best combat system out there. But this is a pivotable moment for the game. They should not steam roll out ideas, they need a strong pulse on the community, which they don’t have the greatest track record of. Trying to look at this objectively, lack of other balance changes = making way for vengeance as the future and allocating any resources to those changes or developing a new combat system, that’s all I’m getting at.
I hope they knock it out of park, but cooldowns ain’t it js.
Why are cooldowns a bridge too far?
PS. Some of you keep claiming this is actually a secret test for the new PVP model. Given that they’ve repeatedly said this is not the case, I’d stop fretting.
PPS. I’m glad you like this game’s combat system. Gonna have to disagree that this is the platonic ideal for MMORPGs, RPGs, and so on.
They’re a bridge too far because for the past decade this game didn’t have cooldowns on the vast majority of its abilities outside of the 1 sec gcd. It changes the feel of combat pretty drastically by contrast. No cooldowns was and has been sort of the entire appeal of esos combat system.
sans-culottes wrote: »sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right but doesn’t this signal this is the way forward full stop if they aren’t making any changes outside of vengeance?
What I mean is, this test could be a potential flop, and they’ll have given us nothing in the way of addressing current balance concerns on the live version of the game. And we would be waiting another quarter or more for any changes to be addressed if at all, because all of their resources were pooled into a week long test. I know vengeance balance is not in its final state and it’s about testing simplified skill calcs and load capacity etc. But we get it for a week, that’s it. I’m saying we’re sort of being robbed of balance changes due to this. Vengeance being THE way forward would be a way to justify that but that would require one very important thing: disregarding player feedback, since the test hasn’t happened yet. To me it’s red flags.
And to be clear, I’m rooting for ZOS on this and for it to be successful. ESO has probably the best combat system out there. But this is a pivotable moment for the game. They should not steam roll out ideas, they need a strong pulse on the community, which they don’t have the greatest track record of. Trying to look at this objectively, lack of other balance changes = making way for vengeance as the future and allocating any resources to those changes or developing a new combat system, that’s all I’m getting at.
I hope they knock it out of park, but cooldowns ain’t it js.
Why are cooldowns a bridge too far?
PS. Some of you keep claiming this is actually a secret test for the new PVP model. Given that they’ve repeatedly said this is not the case, I’d stop fretting.
PPS. I’m glad you like this game’s combat system. Gonna have to disagree that this is the platonic ideal for MMORPGs, RPGs, and so on.
They’re a bridge too far because for the past decade this game didn’t have cooldowns on the vast majority of its abilities outside of the 1 sec gcd. It changes the feel of combat pretty drastically by contrast. No cooldowns was and has been sort of the entire appeal of esos combat system.
That’s funny, I’ve played this game for a decade on PC and consoles and never once said “man, the spammy gameplay and animation canceling is what keeps me coming back.” If you enjoy it, then that’s great. I tend to think it holds back better gameplay mechanics.
MincMincMinc wrote: »sans-culottes wrote: »sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right but doesn’t this signal this is the way forward full stop if they aren’t making any changes outside of vengeance?
What I mean is, this test could be a potential flop, and they’ll have given us nothing in the way of addressing current balance concerns on the live version of the game. And we would be waiting another quarter or more for any changes to be addressed if at all, because all of their resources were pooled into a week long test. I know vengeance balance is not in its final state and it’s about testing simplified skill calcs and load capacity etc. But we get it for a week, that’s it. I’m saying we’re sort of being robbed of balance changes due to this. Vengeance being THE way forward would be a way to justify that but that would require one very important thing: disregarding player feedback, since the test hasn’t happened yet. To me it’s red flags.
And to be clear, I’m rooting for ZOS on this and for it to be successful. ESO has probably the best combat system out there. But this is a pivotable moment for the game. They should not steam roll out ideas, they need a strong pulse on the community, which they don’t have the greatest track record of. Trying to look at this objectively, lack of other balance changes = making way for vengeance as the future and allocating any resources to those changes or developing a new combat system, that’s all I’m getting at.
I hope they knock it out of park, but cooldowns ain’t it js.
Why are cooldowns a bridge too far?
PS. Some of you keep claiming this is actually a secret test for the new PVP model. Given that they’ve repeatedly said this is not the case, I’d stop fretting.
PPS. I’m glad you like this game’s combat system. Gonna have to disagree that this is the platonic ideal for MMORPGs, RPGs, and so on.
They’re a bridge too far because for the past decade this game didn’t have cooldowns on the vast majority of its abilities outside of the 1 sec gcd. It changes the feel of combat pretty drastically by contrast. No cooldowns was and has been sort of the entire appeal of esos combat system.
That’s funny, I’ve played this game for a decade on PC and consoles and never once said “man, the spammy gameplay and animation canceling is what keeps me coming back.” If you enjoy it, then that’s great. I tend to think it holds back better gameplay mechanics.
Yeah make room for better mechanics like rush of agony and tarnished.